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    <div class="refentry" id="glUseProgram">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glUseProgram — Installs a program object as part of current rendering state</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glUseProgram</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">program</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>program</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the handle of the program object
                    whose executables are to be used as part of current
                    rendering state.</p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p><code class="function">glUseProgram</code> installs the program
        object specified by <em class="parameter"><code>program</code></em> as part of
        current rendering state. One or more executables are created in
        a program object by successfully attaching shader objects to it
        with
        <a class="citerefentry" href="glAttachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
        successfully compiling the shader objects with
        <a class="citerefentry" href="glCompileShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
        and successfully linking the program object with
        <a class="citerefentry" href="glLinkProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>.
        </p>
        <p>A program object will contain an executable that will run
        on the vertex processor if it contains a shader
        object of type <code class="constant">GL_VERTEX_SHADER</code> that has
        been successfully compiled and linked.
        Similarly, a program object will contain an executable that will run on the
        fragment processor if it contains a shader object of type
        <code class="constant">GL_FRAGMENT_SHADER</code> that has been
        successfully compiled and linked.</p>
        <p>While a program object is in use, applications are free to
        modify attached shader objects, compile attached shader objects,
        attach additional shader objects, and detach or delete shader
        objects. None of these operations will affect the executables
        that are part of the current state. However, relinking the
        program object that is currently in use will install the program
        object as part of the current rendering state if the link
        operation was successful (see
        <a class="citerefentry" href="glLinkProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>
        ). If the program object currently in use is relinked
        unsuccessfully, its link status will be set to
        <code class="constant">GL_FALSE</code>, but the executables and
        associated state will remain part of the current state until a
        subsequent call to <code class="function">glUseProgram</code> removes it
        from use. After it is removed from use, it cannot be made part
        of current state until it has been successfully relinked.</p>
        <p>If <em class="parameter"><code>program</code></em> is zero, then the current rendering
        state refers to an <span class="emphasis"><em>invalid</em></span> program object and the
        results of shader execution are undefined. However, this is not an error.</p>
      </div>
      <div class="refsect1" id="notes">
        <h2>Notes</h2>
        <p>Like buffer and texture objects, the name space for
        program objects may be shared across a set of contexts, as long
        as the server sides of the contexts share the same address
        space. If the name space is shared across contexts, any attached
        objects and the data associated with those attached objects are
        shared as well.</p>
        <p>Applications are responsible for providing the
        synchronization across API calls when objects are accessed from
        different execution threads.</p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p><code class="constant">GL_INVALID_VALUE</code> is generated if
        <em class="parameter"><code>program</code></em> is neither 0 nor a value
        generated by OpenGL.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        <em class="parameter"><code>program</code></em> is not a program object.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        <em class="parameter"><code>program</code></em> could not be made part of current
        state.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        transform feedback mode is active and not paused.</p>
      </div>
      <div class="refsect1" id="associatedgets">
        <h2>Associated Gets</h2>
        <p><a class="citerefentry" href="glGet.xhtml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
        with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p>
        <p><a class="citerefentry" href="glGetActiveAttrib.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
        with a valid program object and the index of an active attribute
        variable</p>
        <p><a class="citerefentry" href="glGetActiveUniform.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
        with a valid program object and the index of an active uniform
        variable</p>
        <p><a class="citerefentry" href="glGetAttachedShaders.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>
        with a valid program object</p>
        <p><a class="citerefentry" href="glGetAttribLocation.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>
        with a valid program object and the name of an attribute
        variable</p>
        <p><a class="citerefentry" href="glGetProgramiv.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>
        with a valid program object and the parameter to be queried</p>
        <p><a class="citerefentry" href="glGetProgramInfoLog.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>
        with a valid program object</p>
        <p><a class="citerefentry" href="glGetUniform.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
        with a valid program object and the location of a uniform
        variable</p>
        <p><a class="citerefentry" href="glGetUniformLocation.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
        with a valid program object and the name of a uniform
        variable</p>
        <p>
          <a class="citerefentry" href="glIsProgram.xhtml">
            <span class="citerefentry">
              <span class="refentrytitle">glIsProgram</span>
            </span>
          </a>
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>API Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="2">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">glUseProgram</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p><a class="citerefentry" href="glAttachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
        <a class="citerefentry" href="glBindAttribLocation.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindAttribLocation</span></span></a>,
        <a class="citerefentry" href="glCompileShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
        <a class="citerefentry" href="glCreateProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glCreateProgram</span></span></a>,
        <a class="citerefentry" href="glDeleteProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteProgram</span></span></a>,
        <a class="citerefentry" href="glDetachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
        <a class="citerefentry" href="glLinkProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
        <a class="citerefentry" href="glUniform.xhtml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>,
        <a class="citerefentry" href="glValidateProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glValidateProgram</span></span></a>,
        <a class="citerefentry" href="glVertexAttrib.xhtml"><span class="citerefentry"><span class="refentrytitle">glVertexAttrib</span></span></a></p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2003-2005 3Dlabs Inc. Ltd.
            Copyright <span class="trademark"/>© 2010-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
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